Crusader Kings III

Crusader Kings III

Life of an Adventurer
83 opmerkingen
Loken  [auteur] 27 sep om 12:21 
But criminal contracts will still make things worse for the "employer", that's what they are supposed to do.
Loken  [auteur] 27 sep om 12:16 
I fully agree.
The way ot works now is exactly how AI employers work vs the player adventurer, so it's the vanilla approach unchanged. I guess it represents the benevolent ruler who always chooses to compensate the damage. I wanted to balance the frequency first and get rid of the bugs.

But it will be changed, making some problems local. You can see that ambush already applies effects somewhat locally and not just to the capital, in vanilla contracts against the AI Italian Emperor it would always make the Roads of Rome unsafe even if someone was robbed in Denmark.
Masel 27 sep om 9:07 
Hey there! I really really like the mods Idea and would love to use it. But I think paying out of your treasury for Adventurers stealing your peasants cattle is inconsistent.
Would love to hear what you think regarding balancing of this mod, and how to balance it with the base game.
CubanWitcher 25 sep om 15:54 
Very cool mod!
Loken  [auteur] 25 sep om 6:35 
Hello everyone. 0.3.1 is focused on the AI criminal contracts and the UI.
AI criminal contracts reworked and rebalanced.
All new applied modifiers are vanilla. Notifications will show the approximate/exact location, amount of stolen money and (depending on intrigue) the identity of the criminal.
Added GUI to show the details/cancel the contract that you have offered.
Raid camp got bugfixes and an option to rescue (or "rescue") prisoners.

Primarily tested with HRE and 5 year CD, with lots of adventurers. If you still think they are a problem let me know, likely the opposite will be true.
Once the tools to handle crime are in place, some restrictions will be lifted, likely in the next patch.

You can expect many more changes to them.
Loken  [auteur] 20 sep om 4:15 
Someone who is bold and greedy, or has low opinion.

They never do it against friends, lovers, blood brothers, etc.
leonpoi 19 sep om 21:26 
Got you. Sounds good. If you get notifications, is there a way to work out which landless guy is doing it to you?
Loken  [auteur] 18 sep om 12:55 
Nevermind, it's tax impersonation contracts stealing.

After testing with huge empires I see the problem.
Released a hotfix now for criminal contracts.
It will now work like hostile schemes in vanilla - AI will try to not launch several contracts of the same type against the player at once.
Increased default CD to 10 years for each adventurer.
Added more notifications and made tax impersonation more rare.

Also added a game rule, allowing to set 5, 10, 20 years CD or to turn them off entirely.

Will further tweak and rework this in a bigger patch.
Loken  [auteur] 18 sep om 4:36 
In any case, will look into criminal contracts a bit later today.
Loken  [auteur] 18 sep om 4:09 
Thanks for the info.
Could you send me the save file? So I can address this more precisely.

If it was treasury heist there is a notification event and it's set to be very rare (4-5%).
leonpoi 17 sep om 21:15 
@Loken

Thank you for the quick reply!
1) great. Thanks
2) my only comment is that almost immediately all my gold has been taken! I read in the comments that there is a timer of 5 years and perhaps this was just the initial tranche as I installed the mod in an ongoing game ... but ouch. Do you get notified etc about this? (I assume my gold vanished because of this)
3) I didn't even know there was one - but I have found it now
Loken  [auteur] 17 sep om 6:36 
@leonpoi
1) Place it last in the load order if you want to be sure. It won't conflict with event packs and mods that don't affect adventurers. For AGOT and EK2 there's a compatch.
2) Balance is mostly based on vanilla values. Sometimes (legitimist troops) scaled vanilla values. But it's an ongoing processs and I'd be interested to hear any thoughts as well.
3) Are you using the adventurer mapmode? If they are far away you can invite them with an interaction first.
There will be some improvements to the interface in the next patch.

@Pelipelipelikan
Good idea. This may work as an option for the Raid itself, I think.
leonpoi 17 sep om 0:51 
This mod looks pretty awesome and I’m about to give it a go. I have a few questions if anyone has the answers! Thanks in advance:
1) is there any load order suggestions for this based on popular mod conflicts? I mostly have event mods but have also just put the witchcraft mods on, otherwise pretty standard.
2) is there anything that people think from their experience is a bit unbalancing? At the moment I’ve focused on mods that keep the core balance for the most part.
3) i’m sure I’ll see it and find out in play, but how do I activate the contracts? How do I find landless adventures on the map? I’ve been playing as I landed character for ages now and don’t remember seeing a single one, unless I just overlooked them.
Pelipelipelikan 16 sep om 10:50 
Love the mod! Could you maybe add a CB for adventurers to free followers Captured in a raid? Or maybe at least a scheme?
Kag 16 sep om 4:02 
Really appreciate the consistent updates - awesome work dude
Loken  [auteur] 14 sep om 17:41 
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3568441187

Here's the AGOT compatch.
Seems to be optional in practice, but can be used just in case.
Loken  [auteur] 13 sep om 13:42 
It's one of the planned things..
I had tested adventurer wars as a CB at some point before 0.1 was released, but they tend to not be very engaging in terms of gameplay. CK3 doesn't represent that kind of warfare well. So, a special scheme is more likely. At least, for now.
Dr. Nolegs 13 sep om 12:56 
I have one desire, and raid camp can technically do this eventually, but could you make a direct CB or scheme/raid/CB with the intent to destroy the adventurer title and camp itself?
Loken  [auteur] 13 sep om 10:05 
Hey everyone. 0.3 is here. This time focused on "Offer contract", fixing many bugs, locas, and hopefully making it more functional and affordable. For "Deliver Artifact" and any new potential transport contracts I will later make a submod to limit vanilla teleports.
A game rule to use "Become Adventurer" decision more freely is also there.

Additional checks were added for AGOT, but new stuff contains references to holy wars, Iranian Intermezzo, etc. If you want cleaner error.log with AGOT you can wait a couple of days for a separate compatch removing those. EK2 is still compatible. It will print about frankokratia (from casus bellis), if you don't want that the same compatch will apply.
Captain Dragon 13 sep om 8:55 
@Rinu Yes it does work with EK2, the dev has mentioned this before
Rinu 12 sep om 13:29 
does it work with Elder scrolls 2 ?
Master Necro 11 sep om 12:13 
Does this work without an update to the latest CK3 version?
Loken  [auteur] 6 sep om 9:28 
Sure. Will add in 0.3 as a game rule,
perl 5 sep om 7:50 
Could you add an option for landed rulers to become an adventurer regardless of title rank? i.e if you're playing as an emperor and you get bored, you can leave your heir to rule and go explore the world
ZoroTheBold 30 aug om 20:53 
Yeah sadly it is overwrritten. It would crash during adventurer creation, or upon loading a game as an adventurer. I have a single other mod (the Divine Intervention Cheat Menu as things can get funky in multiplayer and its good to have a mod to fix that). We'll do a clean install and all that and try it again some time.
Loken  [auteur] 30 aug om 20:39 
Thanks for the info, will look into that. I can't run mp tests regularly, but we shall see.
Did it crash during loading or when using specific interaction?
Any other mods?
Would appreciate error.log file (but it probably got overwritten by now)
ZoroTheBold 30 aug om 16:32 
Can confirm that it hard crashes to desktop in multiplayer, it is a very cool mod regardless :)
Loken  [auteur] 30 aug om 13:31 
It should.
Only camp merging is limited to ai targets.
Everything else is made to work both ways (sometimes more for one side than the other, but that's to be gradually fixed with patches).
ZoroTheBold 29 aug om 18:09 
Before we do the runaround of trying it I thought I'd ask. Does this work in multiplayer?
Loken  [auteur] 27 aug om 14:40 
@Eshminima yes.

@Toney To offer contracts use offer contract interaction on adventurer. This one will get updated soon.
Eshminima 27 aug om 8:38 
Does this work with Elder Kings?
Toney 27 aug om 2:14 
How do I offer contracts as a landed ruler?
Trask222 11 aug om 10:54 
Of course, I should have mentioned that at the begining - your mod is great, super useful to enhance landless gameplay, thanks a lot for making it !
Loken  [auteur] 11 aug om 7:03 
I will consider this when making new contracts for LOAA.

Generally, faith conversion, train knights, increase control etc. are council task contracts, they are already spawned in vanilla by the AI councillors, so I will be implementing other things in the nearest future.

Any suggestions in that regard are welcome.
Trask222 10 aug om 11:13 
@Loken Actually, on the mod description page of Employ Landless Adventurers it's been reported in the comments section that some of the contracts, especially those concerning converting the faith of lands is overpowered, as AI is doing so very quickly with kind of low effort to it, so I guess it's probably better to use your mod for the time being
Loken  [auteur] 10 aug om 9:16 
Perhaps only the UI will be confusing with several "employment" buttons.
The types of contracts differ.
But it's worth keeping the approach difference in mind, because in ELA tasks are for NPC adventurers only. With LOAA my intention is for everything to use a single ruleset and allow character switching/multiplayer/etc.

I'm planning a relatively big update to the contract system with 0.3.
Ġedryht of Wōden 10 aug om 6:58 
Would Employ Landless Adventurer therefore be redundant in this mod? I'd like to know if that mod is also worth adding into my modlist with this mod.
Loken  [auteur] 9 aug om 10:27 
It depends on the implementation of the feature.
If you mean Employ Landless, LOAA contracts work differently (using the contract system) and there are no overlaps. It's compatible.
Trask222 9 aug om 9:37 
@Loken In case if there's already a mod that does exactly one of the features that is present in your mod, will this mod simply override the previous one or will there be a conflict resulting in a crash i.e. can I safely use both and load your mod after ?
Loken  [auteur] 8 aug om 6:57 
Yes.
razormega960 8 aug om 0:21 
is this mod still allows achievement ?
george01302006 4 aug om 6:34 
nevermind it works
george01302006 4 aug om 4:32 
Sorry but it still say legitimsit is a requirement
george01302006 4 aug om 4:10 
Oh thank you
Loken  [auteur] 4 aug om 1:11 
No, that's a result of applying unnecessary restrictions on trigger at some point.

You can try it now, a different cb with no legitimist requirements should appear.
george01302006 3 aug om 21:25 
just to clarify When you say Fight for your followers' claims, does it mean family only as a landless ruler.
george01302006 3 aug om 19:22 
hey so I am a brigand and thus kidnapped a claimant and made them marry one of my siblings but I can't press their claim because I am not a Legitimists is this intentional?
Loken  [auteur] 3 aug om 18:05 
Added a game rule to allow Offer Legitimist Support to be used on courtier claimants, which turns them into a legitimist adventurer. Disabled by default. Plan to eventually make random events that achieve the same thing in a more organic way.

Thanks for the feedback.
justinanderson70, more ways to act against landed rulers will appear.
Skorion, it will likely stay generally compatible with everything.
justinanderson70 2 aug om 19:51 
the mod but l'd love to add a way to retaliate against landed rulers who raid your camp
Skorion 2 aug om 2:27 
Love this project, I hope it will continue, and hopefuly it will be compatible with overalls like LOTR.